varying vec3 texCoords;
uniform sampler2D tex;
varying vec3 normal, eyeVec, light;
void main()
{
    gl_Position = ftransform();
    texCoords = gl_MultiTexCoord0.xyz;
    normal = gl_NormalMatrix * gl_Normal;
    vec4 vVertex = gl_ModelViewMatrix * gl_Vertex;
    eyeVec = -vVertex.xyz;
    light = vec3(gl_LightSource[0].position.xyz - vVertex.xyz);
    //light = vec3(0,1,0);
}
